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Messages - Jpjapers

Pages: [1] 2 3 ... 113
1
[Max] Bug Reporting / Cant always type numbers into New VFB
« on: 2024-10-04, 16:31:26 »
Several times over the past few months ive been frustrated with the new VFB and when it randomly stops accepting keyboard input. It doesnt let me type anything into any spinner. If i use the numpad it will randomly default to the 'arrow key' mode of the numpad even with numlock enabled. Numpad works fine in other applications. Even the numeric input on the main keyboard wont work when this happens. The spinner can be dragged to change the value but cant be typed in. It seems to happen at random.

I encountered this error back in v2 too. It appears to happen mostly with large scenes both during IR and rendering.

2
Can confirm im also facing a similar issue. Rendered several large images with Garagefarm and after receiving finished renders with clearly incorrect colours, myself and the support both tried rendering locally and the images were rendering correctly on a single local machine.

I later tried the same file using DR locally across two machines and the same issue occurred meaning this is a network-only issue.

Using Max 2024 and OCIO Defaults. Garagefarm support tried the env variable fix but it didnt work.

Can confirm going back to linear works fine.

3
If the word on the street is correct, this is a 3ds Max issue - as reported in https://forum.corona-renderer.com/index.php?topic=43590.msg228057#msg228057 (the details in that message was taken from information on Facebook).

Thanks Tom and thanks for your message. It was very useful!

4
Does the VFB support the OCIO output transform?
Does the CIE retain the colour management info?

I rendered from a render farm and the CXR that returned has some colours that look very different to what render from the exact same file locally and im questioning my understanding now.

Essentially, what was in the VFB locally, appeared correctly. What ive got back from the farm, some colours (not all strangely) are much brighter. The image appears much more muted in general.
It also happens when i render using DR locally.

5
Interesting.

I was not able to reproduce this issue. Is it possible for you to help me repro this?

Here is what I did so far,

Store some color value in Corona color map, plugged it to some material, applied to some object. Saved the file. Re-opened the file. Everything remained same.

I was using 3ds Max 2025 with default ocio settings.

Im using max 2024 with default OCIO settings too.
When im at the end of this project i will switch back to using srgb values and see if i can reproduce. If i can, i will upload the file. Currently against the clock though!

6
Which color selector are you using? Default 3ds Max color picker or Corona improved Color picker?

Im using the corona improved picker

7
The CIE does need you to have purchased Corona, so the second machine will need the license server installed (or you will have to have the license server set up on a network). But the GUI license used by the CIE is not the same as the one used by Corona, which means you can have Max open and be using Corona GUI and rendering there, while another machine has the CIE opened and in use, with just one subscription for Corona and no additional purchase.

Ah ok brilliant thank you Tom!

8
I work in a team like many others here likely do. Sometimes further down the pipe they might want to make a stylistic decision that could be resolved by adjusting a lightmix layer.

Would i need a separate full corona license just to give them the ability to open and adjust the cxr files?

9
Ive noticed recently whilst using the OCIO colour management that if i set a corona color node to a specific  sRGB colour, when i save and reopen the file they have all changed rather significantly.

For instance i have a brand colour 0,61,165 and on file open it had changed to 54,62,156.
0,0,255 has changed to 64,36,239

This isnt a one time occurrence. I thought perhaps i had screwed up somewhere but its happened to every coronaColor node. Ive switched to using pngs because i can rely on them.

Max 2024, Corona 12.

10
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-08-06, 15:46:09 »
I still ask once again to make a separate button for IR, the fact that in the drop-down list this option is the second, and the first item duplicates the neighboring button makes my designer background nervous every time I see this :D I do not believe that we must wait for the release of version 13 to fix this, thanks!

+1 for this. I imagine the vast majority of time people spend in the VFB is using IR to check renders and work on shaders. Having the button as a drop down is a small annoying thing that could be rectified easily. I dont know how many times ive accidentally hit render on a heavy scene and have to then wait for the render dialog to stop and close before i can keep working.

11
Please please pretty please could we finally get a toon outline shader? Or even just expand coronawire to include a profiles mode (like sketchup profiles) without needing to outline every face?

At work currently to produce elevations with just the profiles outlined and not every polygon we are relying on a free third party exporter to export to sketchup and then produce them in there. If corona had the ability to render outlines it would have saved me genuinely weeks of work in the last two months.

It has been requested since 2014 for the exact same purpose and theres a TON of support for it every time someone posts about it. I dont think ive seen many people asking for ink and paint style shading. Just this outlines feature.

I imagine youll say you cant make any commitments to features etc etc and to post it in the feature requests etc which is fine. But toon outlines have been requested since the beta days and are consistently requested still and are one of the most backed and popular requests every time its mentioned. So if you could consider this for v13 it would make lots of your core user base very happy.

12
If you need a value of over 100 in lightmix something is wrong in your scene and you should make the adjustments to lights in your scene rather than in lightmix. It will result in less noise and fireflies in the image. If i recall an old thread anything above 5 in a lightmix layer and youre better off making the adjustment in scene due to how rays and sampling work in Corona. I may have the number wrong but its definitely not 100.


13
I can recommend a spacemouse from 3dconnexion. Takes a bit of time getting used to, but I find navigation in the viewport and setting up compositions soooo much better with it. I only wish you could track the camera movement with it for animations, but doesn't quite work.

You can record joystick controls using the motion capture tools:


Youd need to rig it to a camera but if i recall, having not used this feature in about a decade, its not that difficult to work with.

14
The total noise amount is averaged, but adaptive sampling means Corona puts more processing power into areas that are noisy.

Are there any settings we can tweak to adjust the adaptive sampler? Im finding that even after 500 passes some shadows are still noticeably noisy pre-denoiser whereas the rest of the image is crisp and clear.

15
sounds exciting....

@devs - can i ask something, one thing that has bothered me for years and i dont know the mechanics of what goes on behind the scenes in terms of code.  But the heavier a scene gets, the more longer it takes for parsing/IR to work.  Sometimes, on repeated IR activation's, it takes over 20 seconds or so on heavier scenes.  Now, i assume its taking longer obviously due to geometry/poly count + the increase in textures etc.... if this is the case, wouldnt it be possible to pre-load these (cache) them in so that it starts quicker?  & any NEW geometry/texture additions should be calculated from scratch and loaded into cache? again, i have no idea about code and its way out of my depth but i was just wondering if it was at all possible.

Because the thing is this.  I moved to Corona many moons ago due to its ease of use.  It got rid of the technical aspect that vray had in terms of scene setup/settings.  It just works.  However, with heavier scenes, i feel as though there is a bottleneck in terms of optimisation.  Scenes get heavy and slow, IR works poorly and we are left to our own devices to figure out how to optimise.  Scenes tend to feel 'dirty' if that at all makes any sense.  Apart from what i mentioned above and ive said this before, it would be awesome to also, in the short term, provide a dignostic tool to help us understand where teh bottle necks are.  WHY the IR is taking long - is it a 320MB TIF file?  is it loading multiple proxies or a 300,000,0000 polygon item that has turbosmooth set to show only during render (which has a iteration of 5) - a diagnostic tool is somehting that i feel can be achieved relatively easy as its jsut data, data that is currently understood by Corona - we just need it transposed to meaningful and clear text to us, the users....

anyway, hope this all makes sense.

Just lots of stuff needing doing before a daily comes out, big blocks of code that can't be released in stages; and then in combination with the last week or so being full of statutory holidays meaning things move to next week or so. On the plus side, should then mean a lot in that next update, including the first appearance of "export to Vantage" functionality.

The new error log shows you the heaviest scene items as well as the heaviest textures but possibly only if you run low on RAM. Having this as a diagnostic feature on its own would be good but i totally agree that as clients request higher res images, and we are required to put more and more detail in both geometry and textures to support the resolution we need better ways of optimising scenes. Revit models in particular seem to take an absolute age to begin rendering and ive got no idea why.

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